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Universe at War: Earth Assault (RTS) - Tópico informativo - Patch 3 disponível


gandalfnho

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e nada dele aparecer por aqui acho que vou acabar comprando na cduniverse mesmo.

Sendo distribuído pela Sega, no momento tem pouca chance de vir para cá (e se vier provavelmente vai demorar), então a melhor opção no momento acho que é importar mesmo (eu estou pensando em importar, só não sei se vai ser agora ou mais tarde, já que tenho alguns jogos um pouco mais antigos na lista também)

P. S. Já comprou nessa cduniverse?

  • 2 meses depois...
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Tópico atualizado. Patch 2 disponível.

General/Gameplay Changes

Four brand new skirmish/multiplayer maps have been added:

Washington D.C. (1 vs 1)

Atlatea (1 vs 1)

Arecibo (1 vs 1)

Grand Canyon (8 players)

Atlatea, Arecibo, and Washington D.C. have been added to the Ranked game map rotation

Most Abnormal Game Exit crashes should now be a thing of the past (oh man am I glad to type that)

That occasional invulnerable walker thing? Fixed.

Walker hardpoints are now always customizable after loading a saved game

Camera distance increased by 22%

Map transfer support added (maps go in Data\CustomMaps)

Mod support added (full mod tools coming soon)

AMD driver and detection issues resolved

UI response time and behavior has been improved

DirectX 10 performance improvements

All shadows should now touch units’ feet

Miscellaneous AI improvements

Quick Match should now be more responsive when matching

Players can no longer modify their settings in a Custom session once the host has started the countdown

Outdated replays now appear in red to indicate that they were recorded with a different version

Replays no longer quit at the point another player leaves the game

Newly recorded replays should behave better in general (alternate universe replays should no longer happen)

The camera view can now be rotated via the keyboard (left and right arrows)

Removed 5 cows from Appalachia southwest starting area

Several Russian and Korean language audio/text fixes

General terrain and map beautification. Also, more crushing!

Civilian pathfinding optimized for better performance

The Inverter shield is now lowered upon being EMPed

Conquerors no longer pass through buildings while using Vortex

Masari Knowledge Vault upgrades are no longer cancelable by attacking the upgrade in progress

Altea’s Peace now shuts off Saucer foo behaviors

Allies can no longer be taken over by Mind Magnets

Phased units are no longer targeted by Mind Magnet

Avengers no longer spawn when Masari vehicles are uploaded by Vertigo

Vertigo can no longer upload other Vertigos in multiplayer games (the ramifications were just too confusing)

Midnight basketball league for at-risk youth added

Masari balance changes

Figments no longer require Knowledge Vault Tier 1 upgrade for production

Figment damage vs infantry increased by 50%

Figment damage vs vehicles, walkers and structures reduced by 60%

Figment health reduced by 15%, DMA pool reduced by 50%

Figment cost reduced from 55 to 50, and build time reduced from 50 to 45

Figment Light Mine damage vs infantry increased by 50%

Figment damage vs vehicles and structures reduced by 30%

Peace Bringer Disintegrate damage reduced by 30%

Peace Bringer Tractor Beam range reduced by 20%

Peace Bringer Tractor Beam speed modifier reduced from 90% to 30% (Mirabel can now flee!)

Peace Bringer global damage increased by 50%

Peace Bringer range reduced by 40% in both Light and Dark mode

Sentry DMA Pool reduced by 50%

Skylord range increased by 18% in Light mode

Skylord damage vs vehicles and structures increased by 15%

Skylord price increased from 160 to 175

Disciple damage vs infantry reduced by 50% in both Light and Dark mode

Disciple damage vs vehicles, structures, and aircraft increased by 40% in both Light and Dark mode

Conqueror Light mode range reduced by 10%

Conqueror Light mode FOW reveal reduced by 10%

Guardian Turret FOW increased by 10%

Guardian Turret rate of fire increased by 10%

Knowledge Vault Tier 2 upgrade build time reduced from 100 to 85 seconds

Oracle range reduced by 35% in both Light and Dark mode

Oracle cost increased from 60 to 80

Oracle build time increased from 40 to 45 seconds

Oracle beam weapon min range increased by 10%

Sky Guardian price increased from 50 to 60 credits

Sky Guardian build time increased from 35 to 38 seconds

Sky Guardian upgrade price reduced from 75 to 50

Sky Guardian upgrade build time reduced from 50 to 40 seconds

Sky Guardian range in Light mode reduced by 15%

Sky Guardian min range properly set

Dark matter weapons now do 25% less damage vs dark matter armor.

Hierarchy balance changes

Gravitic Turret now has a minimum range of 40

Gravitic Turret price increased from 300 to 400

Radiation Spitter Turret Cost increased from 450 to 475

Monolith Stealth reveal refresh timer updates more often

Walkers now bring all turrets to bear on targets

Walker Foo Chamber healing amount increased by 10% per second

Nufai Phase Claw damage vs vehicles and infantry increased by 20%

Brute damage vs infantry increased by 15%

Brute charge ability now does 100% damage to all unbuffed turrets

Brute Death from above damage vs all vehicles reduced by 15%

Lost One damage vs aircraft increased by 20%

Walker Arc Turret damage increased by 20% vs aircraft

Monolith Beam weapon damage vs infantry increased by 10%

Mass Drop damage vs Aircraft increased by 100%

Defiler popcap increased from 2 to 3

Defiler build time increased from 24 to 26 seconds

Defiler Project Radiation Ability recharge increased from 20 to 28 seconds

Novus balance changes

Amplifier spin-up time per damage stage reduced by 3 seconds

Corruptor stealth reveal refresh timer updates more often

Corruptor damage vs all infantry types increased by 10%

OHM damage vs heavy infantry increased by 15%

Blade Trooper damage vs all infantry increased by 60%

Dervish Death Blossom range reducedby 30%

Redirection Turret FOW reveal increased by 15%

Redirection Turret projectile chaining damage reduced by 10%

  • 3 meses depois...
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Tópico atualizado. Patch 3 disponível.

Notas da versão

General Changes:

Implemented Interoperable cross-play between Xbox and PC players in Ranked, Quickmatch and Conquer the World modes.

Team voice chat fixed so that communication between players is on a team basis during tactical combat

Fixed an issue where difficulty for Achievements was not being tracked correctly resulting in cases where Achievements might not always unlock.

Fixed an issue where the Corruptors would not fire on enemies within their attack radius.

Fixed an issue where Defilers would walk in place if the Project Radiation ability was targeted to close to them.

Fixed an issue where Collectors would stop collecting because they were trying to reach resources outside the playable area.

AI players are now added to custom multiplayer sessions with unique color and team settings.

In replays objects should no longer be tinted as if under the fog of war.

Implemented a quality of service check for multiplayer games to improve game matching, especially in Conquer the World mode.

Fixed an issue where Altea's aura would not un-phase enemy units.

Fixed an issue where Avengers would take zero pop-cap.

Fixed an issue where cloaked units that have been in the sight radius of a Sight-linked unit loose their ability to cloak until Sight link is removed.

Fixed an issue that was having a Conquer the World player leave the session if the other player disconnected BEFORE the stats results could be reported, preventing the player who remained connected from getting the win.

Fixed an issue where the light/dark mode was not properly reset during a tactical battle restart.

Fixed an issue where units selected in a group would not respond to orders if some were locked down by a Hacker.

Forged Alliance Achievement Renamed to Peacebringer. Requires the player to defeat 2 ranked game or CTW opponents on the opposite platform.

Xbox 360 Specific Changes:

Performance optimizations.

Fixed a random game freeze issue related to particles.

Fixed a random game freeze related to voice chat.

Fixed several Out of Sync issues, including a high-latency issues which would cause the game to go OOS instead of correctly waiting for players.

Added Guard mode to the special ability carousel.

Added Patrol mode to the special ability carousel.

Fixed an issue where network selection lag would cause the carousel to never come up.

Fixed an issue where the build queues selected from the Command carousel would randomly disappear in battle.

Fixed an issue with paint select decal selecting units outside its radius.

Mirabel now plays her unit responses.

Fixed an issue with Foo cores not adhering to double-click movement rules.

Fixed an issue where Hackers were able to be built without the Science Center.

Fixed the invisible radar map issue in the Novus Homeworld tutorial.

Fixed an issue where the A button might appear behind something in the Novus patch menu.

If saving a replay to a full memory unit an appropriate error message is now displayed.

Players can no longer incorrectly bring up the pause menu at the battle end screen.

Multiplayer is now properly paused when the Battle End Screen is activated after the game is over, so you don't get continuing sound and rumble effects.

Fixed an issue that was causing the skirmish lobby to force the pop cap *UP* to 60 if you added 3 AI even if your chosen pop cap was less than 60.

Fixed an issue where the Y button prompt appears off the Radar Map and fails to function when maximum build cap is reached.

Fixed an issue with accepting an invite while the attract movie is up.

Fixed issue with white texture showing up for the neutral detection array's scan pulse ability.

PC Specific Changes:

Added Patrol mode via hotkey: Ctrl+A

Added progress bars to display unit/upgrade production in tactical and global modes.

Added multi-threaded support for systems with multi-core processors providing a large performance increase on those systems.

Research now available in Single Player Campaign.

Fixed an issue where using a laptop with a touchpad containing a horizontal and verticals scroll touch option would break the mini-map.

Fixed an issue where the help text would display off screen.

Fixed an issue where dropdown text would get cut off at extremely high resolutions.

Fixed an issue where tooltips for the capture ability would give an incorrect time.

We now hide the Private Game combo box when hosting, so you must make the decision about hosting a private game when you first create the session ... you can't change your mind later.

Fixed an issue which was preventing disconnected game notices from ever being displayed.

Game now pauses when LIVE dialog screen is up.

Fixed an issue which was causing multiplayer games from ending properly if the game was minimized when the battle ended. In Conquer the World this could prevent a player from being awarded a territory in some cases.

We now check save files to make sure they haven't been corrupted on the PC.

Fixed an issue where the game would crash when holding ALT key while loading and saving a game.

Fixed an issue with the research tree and other menus closing intermittently while in a MP game.

Novus Balance Changes:

Hackers now autonomously lock down targets in range.

Constructors now repair 14% faster.

Increased Constructor’s FOW reveal by 20%.

Reduced Constructor’s build time from 18 to 13 seconds.

Reduced Constructor’s price from 650 to 500.

Increased Constructor’s crush defense from 10 to 30.

Increased Founder’s Prowess health from 900 to 1100.

Increased Founder’s FOW reveal range in Prowess mode.

Increased Founder’s health from 500 to 650 in performance mode.

Decreased Vertigo’s FOW by 10%.

Increased Vertigo’s health from 700 to 775.

Increased Vertigo’s guard radius by 15%.

Increased Mirabel’s base weapon damage by 20%.

Decreased Mirabel’s Snipe recharge from 55 to 52 seconds.

Increased Mirabel’s missile damage volley by 10%.

Increased Mirabel’s missile speed by 10%.

Decreased Mirabel’s missile range by 25%.

Increased Amplifier’s movement speed by 10%.

Changed Amplifier’s armor from light to heavy.

Decreased Amplifier’s global cost from 450 to 400.

Decreased Amplifier’s tactical cost from 900 to 800.

Decreased Amplifier’s build time from 28 to 26 seconds.

Increased Amplifier’s guard range by 15%.

Increased Amplifier’s crush from 6 to 21.

Increased Field Inverter’s FOW reveal by 15%.

Decreased Field Inverter’s global cost from 600 to 500.

Decreased Field Inverter’s tactical build time from 30 to 28 seconds.

Increased Field Inverter’s guard range by 25%.

Increased Field Inverter’s shield mode walk speed by 25%.

Increased Field Inverter’s damage by 15%.

Decreased Hacker’s speed by 15%

Increased Hacker’s guard radius by 20%

Increased Hacker’s cost from 500 to 600.

Decreased Hacker’s max targeting range on lockdown ability by 15%

Increased Ohm’s max attack range by 25%.

Increased Ohm’s run speed by 10%.

Increased Ohm’s health by 15%.

Increased Ohm’s guard radius by 20%.

Decreased Corruptor’s cost from 600 to 500.

Increased Corruptor’s guard radius by 20%.

Hierarchy Balance Changes:

Increased Kamal’s health 900.

Decreased Kamal’s FOW reveal by 20%

Increased Nufai’s health from 700 to 750.

Increased Nufai’s guard radius by 15%

Increased Defiler’s cost from 775 to 850.

Increased Defiler’s build time from 26 to 30 seconds.

Increased Defiler popcap from 3-5 (updated)

Increased Saucer’s guard radius by 10%

Increased Saucer’s popcap from 3 to 4.

Decreased Saucer’s build time from 30 to 28 seconds.

Decreased Saucer’s cost from 825 to 750.

Increased Saucer’s speed by 10%.

Masari Balance Changes:

Decreased Light Mine damage by 50% for standard and upgraded figment mines.

Increased Charos, Zessus, Altea and Disciple’s guard radius by 15%

Increased Zessus’ health from 800 to 850.

Decreased Altea’s walk speed for both light and dark modes by 15%

Increased Altea’s health from 600 to 725

  • 6 meses depois...
  • 4 meses depois...
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ok, patch 3 disponível... mas como consigo o patch? Pois comprei o meu no direct2drive (foi US$ 9,99 achei bem barato) e toda hora ele fecha com problema. Acho que talvez um patch desses resolva.

inté+

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Bem, como você adquiriu seu exemplar pelo D2D, primeiro olhe na parte de patches do serviço para ver se existe uma versão específica desse patch para distribuição digital. Se não houver, então pegue o patch normal (link no post inicial) e veja se funciona.

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Realmente não tem patch nenhum para versão digital no D2D, então vou tentar a versão normal mesmo.

Imagino eu que se não tem um patch para a versão digital é porque a versão normal deve servir.

Acho que o pior que pode acontecer é não funcionar ai eu instalo o jogo de novo.

inté+

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he! he! o patch normal instala na boa na versão digital, mas não resolve o bug do "UAWEA Launcher Error. Abnormal game exit detected." que aliás é um saco, pois muita gente nem consegue jogar por causa dele.

Fuçando na net achei no proprio site da petroglyph umas dicas para resolver o problema, está em inglês nessa página http://www.petroglyphgames.com/forums/index.php?showtopic=7278.

Para quem tem preguiça de ler em inglês aqui vai a tradução (livre):

Universe at War e DirectX 10

Estamos a ouvindo comentários de que alguns jogadores estão tendo problemas ao executar o jogo no Vista, em DirectX 10. Se você ainda não fez, eu recomendo desativar o suporte a DirectX 10 nas opções de jogo do Universo at War até que essa aquestão seja resolvida. Aqui estão os passos, a partir do menu principal do UAW:

1) Clique em Opções, em seguida, VIDEO

2) Desmarque DirectX 10, clique em Aplicar.

3) Seja feliz!

Etapas para desativar DX10 se você estiver impossibilitado de fazê-lo no jogo.

1. Executar o "regedit"

2. Localizar a chave HKEY_CURRENT_USER\Software\Petroglyph\UAWEA\Profile0\Player key.

3. Mude em "DX10Enabled" a entrada de 1 para 0.

4. Execute o UAW.

Universe at War - Running out of Memory (é aqui que vem o tal do "UAWEA Launcher Error. Abnormal game exit detected.")

O sintoma disto se manifesta de muitas maneiras diferentes. Uma das formas que temos visto é quando se inicia uma campanha single player ou scenario mission e, clicando no botão "Start Game", o jogo irá falhar. Há algumas coisas que você pode fazer para obter mais memória disponível para UAW.

* Reduzir o número de aplicações em execução em segundo plano enquanto joga UAW.

* Aumentar o tamanho do arquivo de paginação do Windows (memória virtual).

* No UAW nas opções de vídeo/opções Avançadas de Vídeo. Reduzir a barra das Texture and Particle detail.

* No UAW em Opções de Vídeo. Desligue DX10.

Eu fiz essa última e resolveu, consegui avançar no jogo e o "UAWEA Launcher Error. Abnormal game exit detected." não ocorre mais.

De qualquer maneira o jogo é bugado, não trabalha bem a memória, não trabalha bem o DirectX10 e o que é pior, depois do 3 patch nem sombra de solução dos problemas.

Agora é um jogo legal, mas na certa vai ser mais um daqueles jogos fantasticos que não fizeram sucesso por causa dos bugs.

inté+

  • 3 semanas depois...
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Bom, zerei o modo campanha. Depois de jogar o modo campanha e começar uma conquista ao mundo tenho algumas impressões a passar sobre o jogo.

Primeiro o jogo é bom mas não é espetacular, o modo campanha é legal mas até a campanha massari você não tem liberdade para traçar seu jogo.

No universe at war você segue linearmente as fases, como a maioria dos RTS, sem poder interferir até chegar na campanha massari, só aonde é apresentado um mapa mundi, com uma divisão político-geográfica própria, no qual você pode escolher aonde enviar seus generais. Nesse mapa você pode também equipar seus generais com as tropas necessárias para iniciar a campanha. Mas nem tudo são flores, a movimentação das unidades pelo mapa é muito lenta, muitas vezes você espera vários minutos até seu general chegar ao destino... honestamente cansa...

De qualquer modo a pergunta que se faz é?? porque esse mapa não estava presente desde o início do modo campanha?? teria sido muito mais legal do que seguir linearmente fase após fase.

Tudo bem que a proposta é apresentar facções alienígenas em guerra tendo a terra como palco, mas a porque não jogar com os humanos?? no modo campanha você até joga, duas ou três fases com os humanos, mas é mais para você se acostumar com a mecanica do jogo e servir de prelúdio para a introdução da facção Novus. Depois dai você não joga mais com os humanos nem no modo skirmish ou multiplayer.

inté+

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